;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
15      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
5       ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
8       ; Communism pays support for all units past this
4       ; Fascism pays support for all units past this
1       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Advanced Flight,    4,-2,  Rad, Too, 3, 4    ; AFl
Alphabet,           5, 1,  nil, nil, 0, 3    ; Alp
Amphibious Warfare, 3,-2,  Map, Tac, 3, 0    ; Amp
Astronomy,          4, 1,  Nav, Mat, 1, 3    ; Ast
Printing,           4,-1,  Wri, Phi, 2, 3    ; Ato
Automobile,         6,-1,  Cmb, Stl, 3, 4    ; Aut
Banking,            4, 1,  nil, nil, 1, 1    ; Ban
Bridge Building,    4, 0,  nil, nil, 0, 4    ; Bri
Bronze Working,     6,-1,  nil, nil, 0, 4    ; Bro
Religion,           5, 0,  nil, nil, 0, 2    ; Cer
Chemistry,          5,-1,  Uni, Med, 1, 3    ; Che
Chivalry,           4,-2,  nil, nil, 1, 0    ; Chi
Code of Laws,       4, 1,  nil, nil, 0, 2    ; CoL
Combined Arms,      5,-1,  Mob, AFl, 3, 0    ; CA 
Combustion,         5,-1,  Ref, Exp, 2, 4    ; Cmb
Communism,          5, 0,  Csc, Ind, 2, 2    ; Cmn
Revolution,         4, 1,  Cmn, Fun, 3, 4    ; Cmp
Imperialism,        7,-1,  Dem, X3,  2, 0    ; Csc
Construction,       4, 0,  nil, nil, 0, 4    ; Cst
Merchantilism,      4, 0,  San, RR,  2, 1    ; Cor
Currency,           4, 1,  nil, nil, 0, 1    ; Cur
Democracy,          5, 1,  X4,  X7,  2, 2    ; Dem
Economics,          4, 1,  War, Pot, 2, 1    ; Eco
Electricity,        4, 0,  Ind, RR,  2, 4    ; E1 
Electronics,        4, 1,  Stl, Cor, 3, 4    ; E2 
Feudalism,          4, 0,  nil, nil, 0, 4    ; Eng
Firearm Design,     3, 1,  Gun, Met, 3, 2    ; Env
Espionage,          2,-1,  Cmn, Dem, 3, 0    ; Esp
Explosives,         5, 0,  Ind, Che, 2, 4    ; Exp
Religion war,       4,-1,  nil, Mon, 0, 0    ; Feu
Flight,             4,-1,  Cmb, ToG, 2, 4    ; Fli
Fascism,            3,-2,  Tac, Cmn, 2, 2    ; Fun
Fusion Power,       3, 0,  NP,  Sup, 3, 3    ; FP 
Social Security,    3, 2,  Ind, Cor, 3, 3    ; Gen
Guerrilla Warfare,  4, 1,  Cmp, Tac, 3, 0    ; Gue
Gunpowder,          8,-2,  Eng, nil, 1, 0    ; Gun
Adv. Navigation,    4,-1,  Nav, Ast, 0, 0    ; Hor
Industrialization,  6, 0,  Ldr, Cor, 2, 1    ; Ind
Renaissance,        6, 0,  Pot, Ato, 1, 4    ; Inv
Piracy,             5,-1,  Hor, U2,  0, 4    ; Iro
Labor Union,        4,-1,  MP,  Gue, 3, 2    ; Lab
The Laser,          4, 0,  NP,  MP,  3, 3    ; Las
Leadership,         5,-1,  Chi, Whe, 1, 0    ; Ldr
Literacy,           5, 2,  nil, nil, 0, 3    ; Lit
Machine Tools,      4,-2,  Stl, Whe, 2, 4    ; Too
Magnetism,          4,-1,  U2,  Hor, 1, 3    ; Mag
Shipping,           6,-1,  Nav, Phi, 0, 1    ; Map
Masonry,            4, 1,  nil, nil, 0, 4    ; Mas
Mass Production,    5, 0,  Aut, X4,  3, 4    ; MP 
Mathematics,        4,-1,  nil, nil, 0, 3    ; Mat
Medicine,           4, 0,  Phi, Tra, 1, 1    ; Med
Metallurgy,         6,-2,  Gun, nil, 1, 0    ; Met
Miniaturization,    4, 1,  Too, E2,  3, 4    ; Min
Mobile Warfare,     8,-1,  Aut, U1,  3, 0    ; Mob
Monarchy,           5, 1,  nil, nil, 0, 2    ; Mon
Monotheism,         5, 1,  nil, nil, 1, 2    ; MT 
Christianism,       4, 0,  MT,  Feu, 0, 2    ; Mys
Navigation,         6,-1,  nil, nil, 1, 1    ; Nav
Nuclear Fission,    6,-2,  Cmp, MP,  3, 3    ; NF 
Nuclear Power,      3, 0,  NF,  E2,  3, 3    ; NP 
Philosophy,         6, 1,  nil, nil, 1, 2    ; Phi
Physics,            4,-1,  U2,  Mag, 1, 3    ; Phy
Plastics,           4, 1,  Ref, SFl, 3, 4    ; Pla
Chemical War,       4, 0,  U1,  Cmb, 3, 0    ; Plu
Polytheism,         4, 0,  nil, nil, 0, 2    ; PT 
Absolutism,         4, 1,  Mon, Feu, 0, 1    ; Pot
Radio,              5,-1,  Fli, E1,  3, 4    ; Rad
Railroad,           6, 0,  SE,  Mag, 2, 1    ; RR 
Recycling,          2, 1,  MP,  Dem, 3, 2    ; Rec
Refining,           4, 0,  Che, Ind, 2, 4    ; Ref
Refrigeration,      3, 1,  E1,  San, 3, 1    ; Rfg
The Republic,       5, 1,  nil, nil, 0, 2    ; Rep
Robotics,           5,-2,  Cmp, U3,  3, 0    ; Rob
Rocketry,           6,-2,  AFl, E2,  3, 0    ; Roc
Sanitation,         4, 2,  Che, Csc, 2, 1    ; San
Seafaring,          4, 1,  nil, nil, 0, 1    ; Sea
Space Flight,       4, 1,  Cmp, Roc, 3, 3    ; SFl
Stealth,            3,-2,  FP,  X1,  3, 0    ; Sth
Steam Engine,       4,-1,  Mag, Phy, 2, 3    ; SE 
Steel,              4,-1,  E1,  Ind, 2, 4    ; Stl
Superconductor,     4, 1,  Pla, Las, 3, 3    ; Sup
Tactics,            6,-1,  Ind, Ldr, 2, 0    ; Tac
Theology,           3, 2,  MT,  Mys, 1, 2    ; The
Theory of Gravity,  4, 0,  Ast, X7,  1, 3    ; ToG
Trade,              4, 2,  nil, nil, 0, 1    ; Tra
University,         5, 1,  Inv, Phi, 1, 3    ; Uni
Protestantism,      4,-1,  X3,  Mys, 0, 0    ; War
Artillery,          4,-1,  Met, Env, 0, 4    ; Whe
Writing,            4, 2,  nil, nil, 0, 3    ; Wri
Future Technology,  1, 0,  FP,  Rec, 3, 3    ; FT 
War College,        6,-1,  Tac, Csc, 3, 0    ; U1 
Colonization,       7, 0,  Hor, MT,  2, 4    ; U2 
Blitzkrieg,         5,-1,  Fun, Mob, 3, 0    ; U3 
Jet Flight,         5,-1,  Fli, AFl, 3, 0    ; X1 
Nuclear Navy,       4,-1,  Aut, NP,  3, 0    ; X2 
Intolerance,        3, 1,  MT,  Chi, 3, 4    ; X3 
Capitalism,         7, 2,  Pot, War, 3, 2    ; X4 
Inmigration,        6,-1,  Ind, Csc, 3, 4    ; X5 
Air Defense,        5,-1,  Fli, U1,  3, 0    ; X6 
Ilustration,        8, 0,  Uni, Ato, 2, 4    ; X7 

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Palace,                   10, 0,    Mas,
Barracks,                  4, 1,    nil,
Granary,                   6, 1,    Cst,
Temple,                    4, 1,    Cer,
MarketPlace,               8, 1,    Cur,
Library,                   8, 1,    Wri,
Courthouse,                8, 1,    CoL,
City Walls,                8, 0,    Mas,
Aqueduct,                  8, 2,    Cst,
Bank,                     12, 3,    Ban,
Cathedral,                12, 3,    MT, 
University,               16, 3,    Uni,
Mass Transit,             16, 4,    MP, 
Colosseum,                10, 4,    Cst,
Factory,                  20, 4,    Ind,
Manufacturing Plant,      32, 6,    Rob,
SDI Defense,              20, 4,    Las,
Recycling Center,         20, 2,    Rec,
Power Plant,              16, 4,    Ref,
Hydro Plant,              24, 4,    E2, 
Nuclear Plant,            16, 2,    NP, 
Stock Exchange,           16, 4,    X4, 
Sewer System,             12, 2,    San,
Supermarket,               8, 3,    Rfg,
Superhighways,            20, 5,    Aut,
Research Lab,             16, 3,    Cmp,
SAM Missile Battery,      10, 2,    X6, 
Coastal Fortress,          8, 1,    Cor,
Solar Plant,              32, 4,    Rec,
Harbor,                    6, 1,    Sea,
Offshore Platform,        16, 3,    Min,
Airport,                  16, 3,    Rad,
Police Station,            6, 2,    Cmn,
Port Facility,             8, 3,    Amp,
SS Structural,             8, 0,    SFl,
SS Component,             16, 0,    Pla,
SS Module,                32, 0,    Sup,
(Capitalization),         60, 0,    Cor,
Pyramids,                 30, 0,    Mas,
El Prado Museum,          40, 0,    Pot,
East India Company,       30, 0,    Bro,
Dom Emrique's Academy,    40, 0,    Map,
La Sorbonne,              30, 0,    Uni,
The Inquisition,          30, 0,    Mys,
The Alcazar,              60, 0,    Fun,
Crusades,                 30, 0,    Feu,
Hanseatic League,         30, 0,    War,
Marco Polo's Embassy,     20, 0,    Tra,
Michelangelo's Chapel,    50, 0,    MT, 
Copernicus' Observatory,  30, 0,    Ast,
Elcano's Expedition,      30, 0,    U2, 
Shakespeare's Theatre,    30, 0,    Med,
Leonardo's Workshop,      50, 0,    Inv,
J. S. Bach's Cathedral,   40, 0,    The,
Erasmus learnings,        40, 0,    Ato,
Versailles,               40, 0,    Eco,
Munich Putsch,            40, 0,    Fun,
The Parliament,           40, 0,    Dem,
Eiffel Tower,             30, 0,    SE, 
Public Suffrage,          60, 0,    Ind,
The Rhr canals,          60, 0,    E2, 
Soviet Espionage,         60, 0,    NF, 
Nations Society,          60, 0,    Csc,
Sputnik,                  60, 0,    SFl,
Colectivization plans,    60, 0,    Cmp,
National Health Service,  60, 0,    Gen,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
Rfg,        ; Pyramids
nil,        ; El Prado Museum
nil,        ; East India Company
nil,        ; Dom Emrique's Academy
Cmp,        ; La Sorbonne
nil,        ; The Inquisition
nil,        ; The Alcazar
Mob,        ; Crusades
nil,        ; Hanseatic League
Cmn,        ; Marco Polo's Embassy
nil,        ; Michelangelo's Chapel
nil,        ; Copernicus' Observatory
nil,        ; Elcano's Expedition
nil,        ; Shakespeare's Theatre
Aut,        ; Leonardo's Workshop
nil,        ; J. S. Bach's Cathedral
nil,        ; Erasmus learnings
nil,        ; Versailles
nil,        ; Munich Putsch
nil,        ; The Parliament
nil,        ; Eiffel Tower
nil,        ; Public Suffrage
nil,        ; The Rhr canals
nil,        ; Soviet Espionage
nil,        ; Nations Society
nil,        ; Sputnik
nil,        ; Colectivization plans
nil,        ; National Health Service


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Peasant,      Exp, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
Engineers,    nil, 0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, Exp, 000000000000000
Cossaks,      Mob, 0,  2.,0,  7a,3d,  2h,2f,  6,0,  0, Ldr, 000001000000000
Tercios,      Ind, 0,  1.,0,  5a,4d,  2h,1f,  7,0,  1, Env, 000000000000000
Musketeers,   Ind, 0,  1.,0,  3a,3d,  2h,1f,  4,0,  1, Env, 000000000000000
Harquebusiers,Ind, 0,  1.,0,  5a,2d,  2h,1f,  4,0,  1, Gun, 000000000000000
Pikemen,      Env, 0,  1.,0,  2a,3d,  2h,1f,  2,0,  1, Feu, 000000000000001
Grenadiers,   Amp, 0,  2.,0,  8a,2d,  2h,1f,  6,0,  1, Whe, 000000000000000
Nazi,         nil, 0,  1.,0,  7a,5d,  2h,1f,  5,0,  1, Fun, 000100000000000
Partisans,    nil, 0,  1.,0,  4a,4d,  2h,1f,  5,0,  1, Gue, 000001000000010
Alpine Troops,nil, 0,  1.,0,  5a,5d,  2h,1f,  5,0,  1, Tac, 000001000000000
Militia,      U1,  0,  1.,0,  5a,4d,  2h,1f,  4,0,  1, Ind, 000000000000000
Special forces,nil, 0,  1.,0,  8a,5d,  2h,1f,  6,0,  0, Amp, 000000000000100
Paratroopers, nil, 0,  1.,0,  6a,4d,  2h,1f,  6,0,  1, CA,  000000100000000
Mech. Inf.,   nil, 0,  3.,0,  6a,6d,  3h,1f,  5,0,  1, Lab, 000000000000000
Pirates,      Stl, 2,  6.,0,  8a,2d,  2h,1f,  7,1,  0, Iro, 000000000000000
Corvette,     E1,  2,  8.,0,  3a,3d,  2h,1f,  6,1,  0, Hor, 000000000000000
Colonial Inf, X5,  0,  1.,0,  7a,3d,  2h,1f,  5,0,  0, Cor, 000000000000000
Religious,    Cmn, 0,  2.,0,  6a,1d,  1h,1f,  4,0,  0, X3,  000000000000000
Knights,      Ldr, 0,  2.,0,  4a,2d,  2h,1f,  5,0,  0, Chi, 000000000000000
Dragoons,     Tac, 0,  2.,0,  6a,2d,  2h,1f,  5,0,  0, Ldr, 000000000000000
Cavalry,      Mob, 0,  2.,0,  8a,3d,  2h,1f,  6,0,  0, Tac, 000000000000000
Tank,         nil, 0,  3.,0,  9a,5d,  3h,1f,  8,0,  0, Mob, 000000000000000
Siege gun,    nil, 0,  1.,0, 11a,3d,  3h,2f,  7,0,  0, Too, 000000000000000
Cannon,       Whe, 0,  1.,0,  7a,1d,  2h,1f,  4,0,  0, Met, 000000000000000
Artillery,    Too, 0,  1.,0,  9a,1d,  2h,2f,  5,0,  0, Whe, 000000000000000
Heavy Cannon, nil, 0,  2.,0, 12a,2d,  3h,2f,  7,0,  0, Rob, 000000001000000
Fighter,      Sth, 1, 10.,1,  4a,3d,  2h,2f,  6,0,  3, Fli, 000000000010001
Bomber,       Sth, 1,  8.,2, 10a,1d,  2h,2f, 12,0,  0, AFl, 000000000000001
Helicopter,   nil, 1,  6.,0, 10a,3d,  2h,2f, 10,0,  0, CA,  100000000000001
Stlth Ftr.,   nil, 1, 14.,1,  8a,4d,  2h,2f,  8,0,  3, Sth, 000000000010001
Stlth Bmbr.,  nil, 1, 12.,2, 14a,5d,  2h,2f, 16,0,  0, Sth, 000000000000001
Warship,      SE,  2,  5.,0,  5a,2d,  2h,1f,  5,0,  4, Map, 000000000000000
Caravel,      Hor, 2,  3.,0,  2a,1d,  1h,1f,  3,3,  4, Nav, 000000000000000
Galleon,      Cor, 2,  5.,0,  0a,3d,  2h,1f,  5,4,  4, Mag, 000000000000000
Frigate,      E1,  2,  4.,0,  6a,3d,  2h,1f,  6,2,  2, Mag, 000000000000000
Steamboat,    Stl, 2,  5.,0,  4a,4d,  3h,1f,  6,0,  2, SE,  000000000000000
Destroyer,    nil, 2,  6.,0,  5a,5d,  3h,1f,  6,0,  2, E1,  100000000000001
Cruiser,      nil, 2,  5.,0,  7a,6d,  3h,2f,  8,0,  2, Stl, 100000000000001
Mdn. frigate, nil, 2,  7.,0,  6a,4d,  3h,2f,  8,0,  2, E1,  110000000000001
Battleship,   nil, 2,  4.,0, 12a,12d, 4h,2f, 16,0,  2, Aut, 000000000000001
Submarine,    nil, 2,  3.,0, 10a,2d,  3h,2f,  6,0,  2, Cmb, 000000000001001
Carrier,      nil, 2,  5.,0,  1a,9d,  4h,2f, 16,0,  2, AFl, 000000010000001
Transport,    nil, 2,  5.,0,  0a,3d,  3h,1f,  5,8,  4, Cor, 000000000000000
Cruise Msl.,  nil, 1, 12.,1, 18a,0d,  1h,3f,  6,0,  0, Roc, 001000000000000
Nuclear Msl., nil, 1, 16.,1, 99a,0d,  1h,1f, 16,0,  0, Roc, 001000000000000
Ambassador,   Esp, 0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, Wri, 000000000000010
Spy,          nil, 0,  3.,0,  0a,0d,  1h,1f,  3,0,  6, Esp, 000000000000011
Caravan,      Cor, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
Freight,      nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Cor, 000000000000010
Fortress,     nil, 0,  0.,0,  0a,5d,  2h,2f,  3,0,  0, SE,  000001000000010
Infantry,     nil, 0,  1.,0,  7a,6d,  2h,2f,  6,0,  1, U1,  000000000000000
Nuclear sub,  nil, 2,  6.,0, 12a,3d,  2h,1f, 10,1,  2, X2,  000000000001000
Poison Gas,   nil, 1,  4.,2, 10a,1d,  2h,2f,  5,0,  0, Plu, 001000001000000
Jet Fighter,  nil, 1, 10.,1,  7a,3d,  2h,2f,  8,0,  3, X1,  000000000010001
Jet Bomber,   nil, 1, 14.,2, 12a,4d,  2h,2f, 11,0,  0, X1,  000000000000001
Racist,       nil, 0,  2.,0,  9a,2d,  2h,2f,  5,0,  0, X5,  000100000000010
Mobile AA,    nil, 0,  2.,0,  3a,4d,  2h,2f, 10,0,  0, X6,  010000000000000
T-34,         nil, 0,  3.,0, 11a,6d,  3h,2f, 11,0,  0, U3,  000000000000000
Panzer,       nil, 0,  2.,0, 12a,5d,  3h,2f, 11,0,  0, U3,  000000000000000
Conquistador, Tac, 0,  2.,0,  4a,3d,  2h,1f,  6,0,  0, U2,  000001000000000
Nuclear Carrier,nil, 2,  9.,0, 10a,10d, 3h,2f, 16,0,  0, X2,  010000010000000

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Tundra,     1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Glacier,    2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,   ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Jungle,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,1,
Buffalo,    1,2,  1,3,1,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,2,
Coal,       2,4,  2,3,2,
Gold,       3,6,  1,1,6,
Game,       1,2,  3,1,0,
Ivory,      2,2,  1,1,4,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Fish,       1,2,  3,1,2,
Desert Oil, 1,2,  0,4,3,
Wheat,      1,2,  4,1,0,
Grassland,  1,2,  2,1,0,
Silk,       2,3,  2,2,3,
Wine,       2,4,  2,1,4,
Iron,       3,6,  0,4,3,
Furs,       1,2,  2,0,3,
Glacier Oil,2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,1,1,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Communism,      Comrade,     Comrade
Fascism,        Fhrer,      Fhress
Republic,       Consul,      Consul
Democracy,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 1, Romans,      Roman,       0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Ataturk,      Tanu Hiller,        0, 2, 0, Turks,       Turk,        0,  1,  0,
Adolf Hitler, Eva Braun,           0, 3, 3, Germans,     German,      0,  1, -1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,   -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,       0, 7, 2, Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Napoleon,     Edith Cresson,       0, 7, 3, French,      French,      0,  1,  0,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Josu,        Judith,              1, 3, 3, Jews,        Jew,         1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
Gustav,       Gunnhild,            0, 5, 3, Scandinavians,Scandinavian, 0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians,Carthaginian, 0,  0, -1,
Josu,        Judith,              0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Oranges,
Tin,
Saffron,
Cloth,
Salt,
Coal,
Copper,
Dye,
Wine,
Silk,
Silver,
Spice,
Gems,
Gold,
Oil,
Uranium,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













